+1 :)Termos wrote:
Post your screenshots!
- voxelproof
- Member
- Posts: 1087
- Joined: Sat Aug 05, 2017 08:13
- Location: Europe
Re: Post your screenshots!
To miss the joy is to miss all. Robert Louis Stevenson
- duane
- Member
- Posts: 1715
- Joined: Wed Aug 19, 2015 19:11
- GitHub: duane-r
- Location: Oklahoma City
- Contact:
Re: Post your screenshots!
Realms already does horizontal mapping better than my work. I'm not sure why you'd need to partition a map much -- distance does that already.ShadMOrdre wrote:An another note, your segmented horizontal layer, combined with kilarins' vertical layers would allow to create some amazing spaces.
--------------------------------------------
- Attachments
-
- screenshot_20190627_222644.jpg (335.38 KiB) Viewed 1405 times
-
- screenshot_20190628_010902.jpg (504.52 KiB) Viewed 1405 times
-
- screenshot_20190627_220123.jpg (319.32 KiB) Viewed 1405 times
Believe in people and you don't need to believe anything else.
- voxelproof
- Member
- Posts: 1087
- Joined: Sat Aug 05, 2017 08:13
- Location: Europe
Re: Post your screenshots!
It looks like clouds. I wonder if there's a possibility to make custom cloud nodes which are passable so that they don't make an obstacle when flying.duane wrote:
_________________________
oss:
The final part of the crazy climbing expedition. Started at -7800 it ended above +11300. If you don't resupply your health points with apples it's highly risky endeavour, I've used about 40 apples to get to the top.
The image is dark because the sun had just set and despite having 24 hour in-game day the journey took long enough to drag into the night.
- Attachments
-
- ascent.png (320.45 KiB) Viewed 1405 times
To miss the joy is to miss all. Robert Louis Stevenson
-
- Member
- Posts: 1118
- Joined: Mon Dec 29, 2014 08:07
- Location: USA
Re: Post your screenshots!
My lib_clouds mod provided a couple of "cloud" nodes. It does not use the v5.0 cloud api. Instead, it places clouds by ore definition.
This mod may currently be broken, as I have not seen the clouds in v5.0 when running this mod. Still, it's worth looking into as a viable alternative to the engine provided cloud api.
This mod may currently be broken, as I have not seen the clouds in v5.0 when running this mod. Still, it's worth looking into as a viable alternative to the engine provided cloud api.
- duane
- Member
- Posts: 1715
- Joined: Wed Aug 19, 2015 19:11
- GitHub: duane-r
- Location: Oklahoma City
- Contact:
Re: Post your screenshots!
- Attachments
-
- screenshot_20190628_105106.jpg (335.99 KiB) Viewed 1405 times
-
- screenshot_20190628_112518.jpg (128.57 KiB) Viewed 1405 times
-
- screenshot_20190628_234610.jpg (189.94 KiB) Viewed 1405 times
Believe in people and you don't need to believe anything else.
- duane
- Member
- Posts: 1715
- Joined: Wed Aug 19, 2015 19:11
- GitHub: duane-r
- Location: Oklahoma City
- Contact:
Re: Post your screenshots!
I think this might be a bug... : p

- Attachments
-
- screenshot_20190629_024441.jpg (352.82 KiB) Viewed 1405 times
Believe in people and you don't need to believe anything else.
Re: Post your screenshots!
Wow looks like an awesome bug xD



- Attachments
-
- snow3.png (448.67 KiB) Viewed 1405 times
-
- snow2.png (305.74 KiB) Viewed 1405 times
-
- snow1.png (632.71 KiB) Viewed 1405 times
Re: Post your screenshots!
- Attachments
-
- screenshot_20190629_184439.jpg (294.85 KiB) Viewed 1405 times
- Lone_Wolf
- Member
- Posts: 2602
- Joined: Sun Apr 09, 2017 05:50
- GitHub: LoneWolfHT
- IRC: LandarVargan
- In-game: LandarVargan
- TumeniNodes
- Member
- Posts: 2955
- Joined: Fri Feb 26, 2016 19:49
- GitHub: TumeniNodes
- IRC: tumeninodes
- In-game: TumeniNodes
- Location: in the dark recesses of the mind
- Contact:
Re: You can't handle the truth!
In the works... now accepting pre-orders.

- Attachments
-
- so it begins.jpg (131.22 KiB) Viewed 1405 times
A Wonderful World
Re: Post your screenshots!
I should have been keeping up with the screenshots thread. That is some awesome looking work Duane! With a beautiful spiral for vertical travel!
Re: Post your screenshots!
- Attachments
-
- screenshot_20190701_232349.png (977.05 KiB) Viewed 1405 times
-
- screenshot_20190701_232325.png (651.27 KiB) Viewed 1405 times
-
- screenshot_20190701_232301.png (793.49 KiB) Viewed 1405 times
- TumeniNodes
- Member
- Posts: 2955
- Joined: Fri Feb 26, 2016 19:49
- GitHub: TumeniNodes
- IRC: tumeninodes
- In-game: TumeniNodes
- Location: in the dark recesses of the mind
- Contact:
Re: Post your screenshots!
- Attachments
-
- screenshot_20.jpg (104.9 KiB) Viewed 1405 times
A Wonderful World
Re: Post your screenshots!
- Attachments
-
- screenshot_20190702_224139.png (981.93 KiB) Viewed 1405 times
-
- screenshot_20190702_224120.png (864.79 KiB) Viewed 1405 times
-
- screenshot_20190702_224056.png (911.86 KiB) Viewed 1405 times
- voxelproof
- Member
- Posts: 1087
- Joined: Sat Aug 05, 2017 08:13
- Location: Europe
Re: Post your screenshots!
How is it possible?TumeniNodes wrote:
______________________________________________
oss:
- Attachments
-
- climb3.jpg (61.01 KiB) Viewed 1405 times
-
- climb2.jpg (64.69 KiB) Viewed 1405 times
To miss the joy is to miss all. Robert Louis Stevenson
- TumeniNodes
- Member
- Posts: 2955
- Joined: Fri Feb 26, 2016 19:49
- GitHub: TumeniNodes
- IRC: tumeninodes
- In-game: TumeniNodes
- Location: in the dark recesses of the mind
- Contact:
Re: Cuz they've got what?
...that's right (read the image title)


- Attachments
-
- The Secret Garden.jpg (171.04 KiB) Viewed 1405 times
-
- versatility.jpg (162.83 KiB) Viewed 1405 times
A Wonderful World
- TumeniNodes
- Member
- Posts: 2955
- Joined: Fri Feb 26, 2016 19:49
- GitHub: TumeniNodes
- IRC: tumeninodes
- In-game: TumeniNodes
- Location: in the dark recesses of the mind
- Contact:
Re: Post your screenshots!
Now to start working on textures which go with MTG

forgot about this, now I have to redesign the textures :P

forgot about this, now I have to redesign the textures :P
- Attachments
-
- woops, oh yeah forgot about that.jpg (131.42 KiB) Viewed 1405 times
-
- matching with default textures.jpg (134.09 KiB) Viewed 1405 times
A Wonderful World
-
- Member
- Posts: 1118
- Joined: Mon Dec 29, 2014 08:07
- Location: USA
Re: Post your screenshots!
Tumeni,
No redesign, just placement magic. You can shift the texture to a part of the door where there is total coverage of the wood. Consider the code below, from my unreleased update to lib_doors mod. The combine tag on tiles 3 and 4 shift the base texture of a node halfway, so that when my center aligned doors open, the texture shifts to compensate for the fact that my centered doors are offset into the neighboring node.
OSS:

No redesign, just placement magic. You can shift the texture to a part of the door where there is total coverage of the wood. Consider the code below, from my unreleased update to lib_doors mod. The combine tag on tiles 3 and 4 shift the base texture of a node halfway, so that when my center aligned doors open, the texture shifts to compensate for the fact that my centered doors are offset into the neighboring node.
Code: Select all
if node_def.tiles then
if node_def.tiles[1] then
new_node_tiles[1] = node_def.tiles[1]
else
new_node_tiles[1] = node_def.tiles
end
if node_def.tiles[2] then
new_node_tiles[2] = node_def.tiles[2]
else
new_node_tiles[2] = new_node_tiles[1]
end
if node_def.tiles[3] then
temp_tile = node_def.tiles[3]
new_node_tiles[3] = "[combine:16x16:-8,0=" .. node_def.tiles[3] .. ":8,0=" .. node_def.tiles[3] .. ""
else
temp_tile = new_node_tiles[2]
new_node_tiles[3] = "[combine:16x16:-8,0=" .. new_node_tiles[2] .. ":8,0=" .. new_node_tiles[2] .. ""
end
if node_def.tiles[4] then
new_node_tiles[4] = "[combine:16x16:8,0=" .. node_def.tiles[4] .. ":-8,0=" .. node_def.tiles[4] .. ""
else
new_node_tiles[4] = new_node_tiles[3]
end
if node_def.tiles[5] then
new_node_tiles[5] = node_def.tiles[5]
else
new_node_tiles[5] = temp_tile
end
if node_def.tiles[6] then
new_node_tiles[6] = node_def.tiles[6]
else
new_node_tiles[6] = temp_tile
end
if shape_def.shape_type == "tree" then
new_node_tiles[1] = node_def.tiles[1]
new_node_tiles[2] = node_def.tiles[2]
new_node_tiles[3] = node_def.tiles[3]
new_node_tiles[4] = node_def.tiles[3]
new_node_tiles[5] = node_def.tiles[3]
new_node_tiles[6] = node_def.tiles[3]
end
if shape_def.shape_type == "light" then
end
end
- Attachments
-
- screenshot_20190702_133300.jpg (120.86 KiB) Viewed 1405 times
- TumeniNodes
- Member
- Posts: 2955
- Joined: Fri Feb 26, 2016 19:49
- GitHub: TumeniNodes
- IRC: tumeninodes
- In-game: TumeniNodes
- Location: in the dark recesses of the mind
- Contact:
Re: Post your screenshots!
Ummm, https://github.com/TumeniNodes/c_doorsShadMOrdre wrote:Tumeni,
No redesign, just placement magic. You can shift the texture to a part of the door where there is total coverage of the wood. Consider the code below, from my unreleased update to lib_doors mod. The combine tag on tiles 3 and 4 shift the base texture of a node halfway, so that when my center aligned doors open, the texture shifts to compensate for the fact that my centered doors are offset into the neighboring node.
A Wonderful World
-
- Member
- Posts: 1118
- Joined: Mon Dec 29, 2014 08:07
- Location: USA
Re: Post your screenshots!
Yes, I knew of your c_doors mod. I seem to recall sharing a code tip with you regarding the default doors code back before you released c_doors. My own lib_doors mod uses nodeboxes, and provides doors of various sizes and shapes, as well as, trapdoors and fence gates, made from a preselected list of available predefined nodes. I did this because I didn't like the rather noticeable lack of texture on the window frame in the door. Essentially, I can have a stone sliding door, which makes for great secret areas, as well as, a framed door in which the texture covers all surfaces of the object. IMHO, it looks more complete, and allows me to deviate from the MC way of doing things.
I only wanted to point out that the combine tag should help you in shifting the texture of the door image just enough pixels in either direction to cover the hole in the side of the door.
In the following image, all biomes, stone, ore, metal, glass, snow and ice nodes, as well as, all ecosystem definitions are accomplished via loading the data via a .csv file. The code size, of course, has shrunk, but because the data is loaded just in time, the node definitions only exist in the context of minetest.registered_nodes, meaning that the code loaded at runtime is smaller, leading to smaller RAM usage. This can be expanded greatly, to include many things, including code itself. I also use a JIT function to load the data, meaning it's code and data also only exist minimally in RAM. This should allow for loading JIT libraries of .lua code. I do not use the LuaJIT. It was something I picked up from code shared by Gael de Sailly. Just a random collection of thoughts for a popular thread.
OSS:

I only wanted to point out that the combine tag should help you in shifting the texture of the door image just enough pixels in either direction to cover the hole in the side of the door.
In the following image, all biomes, stone, ore, metal, glass, snow and ice nodes, as well as, all ecosystem definitions are accomplished via loading the data via a .csv file. The code size, of course, has shrunk, but because the data is loaded just in time, the node definitions only exist in the context of minetest.registered_nodes, meaning that the code loaded at runtime is smaller, leading to smaller RAM usage. This can be expanded greatly, to include many things, including code itself. I also use a JIT function to load the data, meaning it's code and data also only exist minimally in RAM. This should allow for loading JIT libraries of .lua code. I do not use the LuaJIT. It was something I picked up from code shared by Gael de Sailly. Just a random collection of thoughts for a popular thread.
OSS:
- Attachments
-
- screenshot_20190702_135340.jpg (251.81 KiB) Viewed 1405 times
- voxelproof
- Member
- Posts: 1087
- Joined: Sat Aug 05, 2017 08:13
- Location: Europe
Re: Post your screenshots!
Reaching the bottom from below. Y=-7200.

- Attachments
-
- outofhere.png (500.48 KiB) Viewed 1405 times
To miss the joy is to miss all. Robert Louis Stevenson
- TumeniNodes
- Member
- Posts: 2955
- Joined: Fri Feb 26, 2016 19:49
- GitHub: TumeniNodes
- IRC: tumeninodes
- In-game: TumeniNodes
- Location: in the dark recesses of the mind
- Contact:
Re: Post your screenshots!
This is very much the sort of landscape I am looking for, with maybe one or two normal looking mountains, with snow and ice beyond a certain altitude only, and a few big lakes with streams running down, into one wide river which runs down the center of the length of the entire map (a winding river), and some large flat areas to build in...ShadMOrdre wrote: In the following image, all biomes, stone, ore, metal, glass, snow and ice nodes, as well as, all ecosystem definitions are accomplished via loading the data via a .csv file. The code size, of course, has shrunk, but because the data is loaded just in time, the node definitions only exist in the context of minetest.registered_nodes, meaning that the code loaded at runtime is smaller, leading to smaller RAM usage. This can be expanded greatly, to include many things, including code itself. I also use a JIT function to load the data, meaning it's code and data also only exist minimally in RAM. This should allow for loading JIT libraries of .lua code. I do not use the LuaJIT. It was something I picked up from code shared by Gael de Sailly. Just a random collection of thoughts for a popular thread.
OSS:
I prefer one seasonal biome per world.
i.e. green lush wooded areas and forests, some open plains, some meadows, perhaps a wetland area. But just looking at this image it looks close to an ideal landscape to me.
============================================
meanwhile at the door crafter's shop (the copper looks horrible but these are all just quick and basic textures to fit MTG) getting closer to being done. All the wood and metal types are registered and textured.
There is something drastically wrong with the model. No matter which method I used to create it, there are odd artifacts and no method I have search/tried is working to resolve it. I will be asking for someone with more experience with Blender to have a look soon.
- Attachments
-
- The same yet different.jpg (148.71 KiB) Viewed 1405 times
A Wonderful World
-
- Member
- Posts: 1118
- Joined: Mon Dec 29, 2014 08:07
- Location: USA
Re: Post your screenshots!
Tumeni,
I couldn't resist showing off the doors.
These are nodeboxes that mostly use the default doors code, with the exception that I do not use a hidden node for the top, instead using nodeboxes of the shown dimensions. I do not check for the existence of nodes in the positions occupied by the door, so it is easily hidden if nodes are placed. This is not perfect, just a hack I was content enough with using. Of course, this should be updated. These are available for all registered nodes, includes fence gates, hatches/trapdoors, doors, all of which are center aligned, as are yours. Shown are the doors closed and opened. All this to say, now I'm motivated to add the arch door, and perhaps a hobbit door, 2mx2m.
Just a suggestion, sorcerykid made an extra_doors mod that had some nice textures. I'm gonna grab your c_doors, because it is a lighter weight option for center aligned doors than my own node heavy lib_doors.


I couldn't resist showing off the doors.
These are nodeboxes that mostly use the default doors code, with the exception that I do not use a hidden node for the top, instead using nodeboxes of the shown dimensions. I do not check for the existence of nodes in the positions occupied by the door, so it is easily hidden if nodes are placed. This is not perfect, just a hack I was content enough with using. Of course, this should be updated. These are available for all registered nodes, includes fence gates, hatches/trapdoors, doors, all of which are center aligned, as are yours. Shown are the doors closed and opened. All this to say, now I'm motivated to add the arch door, and perhaps a hobbit door, 2mx2m.
Just a suggestion, sorcerykid made an extra_doors mod that had some nice textures. I'm gonna grab your c_doors, because it is a lighter weight option for center aligned doors than my own node heavy lib_doors.
- Attachments
-
- screenshot_20190705_173203.jpg (250.57 KiB) Viewed 1518 times
-
- screenshot_20190705_173118.jpg (286.51 KiB) Viewed 1518 times
-
- Member
- Posts: 1118
- Joined: Mon Dec 29, 2014 08:07
- Location: USA
Re: Post your screenshots!
Tumeni,
If you like these terrains, here are the map_meta files for them. The nodes you see in my screenshots come from the lib_materials / lib_ecology mods.
OSS:
An over head view of the following screenshots. from origin, at right, it is 2.5km to the water, at left.

Sometimes, certain views do not give the right impressions. Standing over the water, looking back at origin.

And in profile.

If you like these terrains, here are the map_meta files for them. The nodes you see in my screenshots come from the lib_materials / lib_ecology mods.
Spoiler
map_meta.txt file for the images in this post.
map_meta.txt for the map represented in previous screenshots.
Code: Select all
mgv7_np_cave2 = {
flags = defaults
lacunarity = 2
offset = 0
scale = 12
spread = (67,67,67)
seed = 10325
octaves = 3
persistence = 0.5
}
mgv7_np_cave1 = {
flags = defaults
lacunarity = 2
offset = 0
scale = 12
spread = (61,61,61)
seed = 52534
octaves = 3
persistence = 0.5
}
mgv7_np_cavern = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (384,128,384)
seed = 723
octaves = 5
persistence = 0.63
}
mgv7_cave_width = 0.09
mg_biome_np_heat = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 5349
octaves = 3
persistence = 0.5
}
mgv7_lava_depth = -256
mgv7_np_mount_height = {
flags = defaults
lacunarity = 2
offset = 256
scale = 112
spread = (1000,1000,1000)
seed = 72449
octaves = 3
persistence = 0.6
}
mg_biome_np_humidity_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 90003
octaves = 2
persistence = 1
}
mgv7_np_ridge = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (100,100,100)
seed = 6467
octaves = 4
persistence = 0.75
}
mgv7_large_cave_depth = -33
mg_biome_np_humidity = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 842
octaves = 3
persistence = 0.5
}
mg_biome_np_heat_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 13
octaves = 2
persistence = 1
}
mgv7_floatland_level = 1280
mgv7_np_terrain_base = {
flags = defaults
lacunarity = 1.89
offset = -4
scale = 560
spread = (4800,4800,4800)
seed = 5934
octaves = 8
persistence = 0.2
}
mgv7_np_float_base_height = {
flags = defaults
lacunarity = 2
offset = 48
scale = 24
spread = (300,300,300)
seed = 907
octaves = 4
persistence = 0.7
}
seed = 130097141630163915
water_level = 1
mapgen_limit = 31000
mg_name = v7
mgv7_cavern_threshold = 0.7
mgv7_dungeon_ymin = -31000
chunksize = 5
mg_flags = nocaves, nodungeons, light, decorations, biomes
mgv7_np_height_select = {
flags = defaults
lacunarity = 2.11
offset = -0.8
scale = 2
spread = (1000,1000,1000)
seed = 4213
octaves = 8
persistence = 0.2
}
mgv7_np_mountain = {
flags = defaults
lacunarity = 2
offset = -0.5
scale = 1
spread = (250,350,250)
seed = 5333
octaves = 5
persistence = 0.63
}
mgv7_shadow_limit = 1024
mgv7_float_mount_height = 128
mgv7_float_mount_exponent = 0.75
mgv7_np_terrain_persist = {
flags = defaults
lacunarity = 2.11
offset = 0.6
scale = 0.1
spread = (2000,2000,2000)
seed = 539
octaves = 3
persistence = 0.6
}
mgv7_cavern_limit = -256
mgv7_cavern_taper = 256
mgv7_dungeon_ymax = 31000
mgv7_float_mount_density = 0.6
mgv7_np_terrain_alt = {
flags = defaults
lacunarity = 1.89
offset = -4
scale = 100
spread = (4800,4800,4800)
seed = 5934
octaves = 8
persistence = 0.3
}
mgv7_spflags = nomountains, noridges, nofloatlands, nocaverns
mgv7_np_filler_depth = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.2
spread = (150,150,150)
seed = 261
octaves = 3
persistence = 0.7
}
mgv7_mount_zero_level = 0
mgv7_np_ridge_uwater = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (1000,1000,1000)
seed = 85039
octaves = 5
persistence = 0.6
}
mgv7_np_floatland_base = {
flags = defaults
lacunarity = 2
offset = -0.6
scale = 1.5
spread = (600,600,600)
seed = 114
octaves = 5
persistence = 0.6
}
[end_of_params]
Code: Select all
mgv7_np_cave2 = {
flags = defaults
lacunarity = 2
offset = 0
scale = 12
spread = (67,67,67)
seed = 10325
octaves = 3
persistence = 0.5
}
mgv7_np_cave1 = {
flags = defaults
lacunarity = 2
offset = 0
scale = 12
spread = (61,61,61)
seed = 52534
octaves = 3
persistence = 0.5
}
mgv7_np_cavern = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (384,128,384)
seed = 723
octaves = 5
persistence = 0.63
}
mgv7_cave_width = 0.09
mg_biome_np_heat = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 5349
octaves = 3
persistence = 0.5
}
mgv7_lava_depth = -256
mgv7_np_mount_height = {
flags = defaults
lacunarity = 2
offset = 256
scale = 112
spread = (1000,1000,1000)
seed = 72449
octaves = 3
persistence = 0.6
}
mg_biome_np_humidity_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 90003
octaves = 2
persistence = 1
}
mgv7_np_ridge = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (100,100,100)
seed = 6467
octaves = 4
persistence = 0.75
}
mgv7_large_cave_depth = -33
mg_biome_np_humidity = {
flags = defaults
lacunarity = 2
offset = 50
scale = 50
spread = (1000,1000,1000)
seed = 842
octaves = 3
persistence = 0.5
}
mg_biome_np_heat_blend = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.5
spread = (8,8,8)
seed = 13
octaves = 2
persistence = 1
}
mgv7_floatland_level = 1280
mgv7_np_terrain_base = {
flags = defaults
lacunarity = 2
offset = -4
scale = 560
spread = (4800,4800,4800)
seed = 5934
octaves = 8
persistence = 0.2
}
mgv7_np_float_base_height = {
flags = defaults
lacunarity = 2
offset = 48
scale = 24
spread = (300,300,300)
seed = 907
octaves = 4
persistence = 0.7
}
seed = 16096304901732432682
water_level = 1
mapgen_limit = 31000
mg_name = v7
mgv7_cavern_threshold = 0.7
mgv7_dungeon_ymin = -31000
chunksize = 5
mg_flags = nocaves, nodungeons, light, decorations, biomes
mgv7_np_height_select = {
flags = defaults
lacunarity = 2
offset = -0.4
scale = 1
spread = (1000,1000,1000)
seed = 4213
octaves = 8
persistence = 0.2
}
mgv7_np_mountain = {
flags = defaults
lacunarity = 2
offset = -0.5
scale = 1
spread = (250,350,250)
seed = 5333
octaves = 5
persistence = 0.63
}
mgv7_shadow_limit = 1024
mgv7_float_mount_height = 128
mgv7_float_mount_exponent = 0.75
mgv7_np_terrain_persist = {
flags = defaults
lacunarity = 2
offset = 0.6
scale = 0.1
spread = (2000,2000,2000)
seed = 539
octaves = 3
persistence = 0.6
}
mgv7_cavern_limit = -256
mgv7_cavern_taper = 256
mgv7_dungeon_ymax = 31000
mgv7_float_mount_density = 0.6
mgv7_np_terrain_alt = {
flags = defaults
lacunarity = 2
offset = -4
scale = 100
spread = (4800,4800,4800)
seed = 5934
octaves = 8
persistence = 0.3
}
mgv7_spflags = nomountains, noridges, nofloatlands, nocaverns
mgv7_np_filler_depth = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1.2
spread = (150,150,150)
seed = 261
octaves = 3
persistence = 0.7
}
mgv7_mount_zero_level = 0
mgv7_np_ridge_uwater = {
flags = defaults
lacunarity = 2
offset = 0
scale = 1
spread = (1000,1000,1000)
seed = 85039
octaves = 5
persistence = 0.6
}
mgv7_np_floatland_base = {
flags = defaults
lacunarity = 2
offset = -0.6
scale = 1.5
spread = (600,600,600)
seed = 114
octaves = 5
persistence = 0.6
}
[end_of_params]
An over head view of the following screenshots. from origin, at right, it is 2.5km to the water, at left.
Sometimes, certain views do not give the right impressions. Standing over the water, looking back at origin.
And in profile.
- Attachments
-
- screenshot_20190706_221454.jpg (130.59 KiB) Viewed 1518 times
-
- screenshot_20190706_221226.jpg (224.91 KiB) Viewed 1518 times
-
- screenshot_20190706_215437.jpg (171.87 KiB) Viewed 1518 times